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    1. KuramaFox

      Suggestions for improving inventory (including the proposed "diablo" style one)

      But that only fixes the \"issue\" of using inventory to buy ships instead of credits. The downside is that you then need to worry about the prospect of the SHIPYARD\'s blocks, and whatever inventory is involved in THAT. To that end, I do have an idea: the shipyard you propose uses blocks...
    2. KuramaFox

      Suggestions for better engines, ship motion, and armor/shield/health.

      First off, this isn't a suggestion for going really fast. I believe a jump drive or similar limited-range (10-20 sectors maybe) teleport system should be implimented for that, as it would allow ships to get around while still limiting how fast they can fly in normal space (specifically, a...
    3. KuramaFox

      Suggestions for improving inventory (including the proposed "diablo" style one)

      I'll get straight to the point. There should be two types of inventory. I will just describe what I feel to be the ideal setup, and a reason or two for why I think this works better then the present system. The first inventory is used to hold blocks. Unlike the current inventory, which...
    4. KuramaFox

      Weapon "cores," construction/firing mechanics and improved build mode symmetry.

      If you don\'t explain these ideas too well, it sometimes leaves the wrong impression or opens itself up to issues. Speaking of issues, the biggest this concept has, regardless of whether the second bunch of optional stuff also gets added, is that it renders existing ship designs incompatible...
    5. KuramaFox

      NPC suggestions. Also, use Weekly Challenge board to garner some NPC designs from players.

      Basically, if you want to impliment a system where the NPC factions get different ships based on sector numbers and/or which faction they are, you need a couple different ships so that \"vanilla\" servers and players (who may not enable pirates to use player-saved ships or bother with altering...
    6. KuramaFox

      Better ideas for maps (lets hear yours too!). Also, minor nav ideas.

      Looks like it follows the idea I was thinking of (2D surface with relative heights put in to indicate vertical coordinate values). On the note of other systems, one of my favorite Radar-type displays I\'ve seen was the one from the Freespace series. Its the center bottom thing in the...
    7. KuramaFox

      NPC suggestions. Also, use Weekly Challenge board to garner some NPC designs from players.

      They ought to split that up a bit too. For instance, separate the option to save a ship to the catalog from the option to import a ship. So that it becomes an option for a server to allow purchasing of ships made on that server, but not allowing outside ships to be added. If they also...
    8. KuramaFox

      NPC suggestions. Also, use Weekly Challenge board to garner some NPC designs from players.

      After all, traders aren\'t going to actually FLY the same weaponized vessels that pirates would. Pirates typically fly somewhat roughshod looking things that are armed reasonably well, while traders more traditionally use, well, trading ships. Also, allowing different factions different...
    9. KuramaFox

      Community Challenge #1 (8/19/13-8/25/13)

      (Or a \"planet\" that is a station according to the game) Then we could impliment some interesting little mechanics due to the lack of automatic gravity. Idea 1: Anti-personel turrets. Would basically be designed as such: 123 456 Blocks: 1. AM cannon. 2. AMC computer. 3...
    10. KuramaFox

      [OPENS ON SUNDAY] - FRAGMADE | 3 FACTIONS 1 UNIVERSE

      Faction: Uncertain, depends on the level of PvP activity, as well as some other mechanics not really specified in the rules and such. But leaning towards reaper or polys. My shoes are standard astronaut shoes. So they are not particularly great. However, if I were to make shoe-shaped...
    11. KuramaFox

      NPC suggestions. Also, use Weekly Challenge board to garner some NPC designs from players.

      We need more NPC ships. But adding more default designs requires building and designing them. And that takes time away from other playtesting and code-working (and just having fun with thunderdome duels). Not to mention having to redo them to be viable again if some aspect of the game...
    12. KuramaFox

      Weapon "cores," construction/firing mechanics and improved build mode symmetry.

      First, the weapons suggestion requires build mode's symmetry system to be improved a certain way, such that if you were to place a docking module on both sides of the ship at once, that you could select one, and the other side will also be selected as a "secondary" selection. Put simply, you...
    13. KuramaFox

      Weapon type overhaul, armor, and system debuffs. And while I'm at it, may as well talk about Jump D

      I\'ve known for a bit that placing a weapons computer sideways allows for a person who gets into said computer to fire shots sideways. However, they will fire forward like usual if you use them from the (forward-facing) ship core, making them only viable for use in that manner if you were to go...
    14. KuramaFox

      Better ideas for maps (lets hear yours too!). Also, minor nav ideas.

      I\'m sure at least someone has a good example of a good looking 3D map style from somewhere.
    15. KuramaFox

      General Game Issues [Not Bugs]

      Different windows are not treated individually very well. If you click an option in a window that is over a menu, then it instantly will ALSO click the part of a window behind the first window in the event the first window is closed by the click. This also transitions to the game when you are...
    16. KuramaFox

      Better ideas for maps (lets hear yours too!). Also, minor nav ideas.

      As many of you may already know, you can get a little peek at the current really-rough in-progress "map prototype" currently in-game by pressing shift-P. As it happens, that map is... well, rather iffy. I'm fairly certain most of us could think of some better ways to represent things with...
    17. KuramaFox

      Different shields?

      The reason why you shouldn\'t fly too close to a sun isn\'t because of plasma (unless you are also flying into a coronal eruption to boot). Its because of the very large amount of photons that hit you. Which is why I was nitpicking about that. Which as I stated matters not anyway because we...
    18. KuramaFox

      Core

      Sideways facing weapons computers, if entered, allow you to look in that direction. If you have used the main ship core recently though, you will default to the last \"camera\" you used and will be looking sideways from there, rather then from the weapons computer. Which is slightly...
    19. KuramaFox

      Fix Navigating to coordinates to be a STRAIGHT LINE!

      Build a ship. Pretend it is a bunch of sectors, with the core as your start and your destination off elsewhere. Try the line method. Make a line of 20 blocks in one direction, 20 in another, then 20 in the third. Add one block to every side of the \"path\" to represent the sectors that have...
    20. KuramaFox

      Different shields?

      If you can SEE THROUGH a shield, then the only way a shield can realistically block lasers (made of photons) is to become opaque BEFORE the laser reaches it. This also applies to sunlight (since shields often do become a color in many settings, including starmade, it would be concievable to...